Every player-facing highlight, most recent first. The complete version-by-version history lives inside the game, behind the version badge in the corner.
Bounty Board: two new contracts, and a board that is really yours
Two new contract types: Skills — use combat skills 12 to 20 times, more on the harder difficulties, manual or automatic, in any fight — and Chests — open 2 or 3 zone chests, whatever they hold
It is still three contracts a day. The new ones take turns in the slots that already existed, so the Sealed Crate and the seals from a perfect day stay exactly the same
Two different accounts at the same level were getting practically the same board — same targets, same slots. Every player now gets a board of their own
Gather contracts left out every drop under 10% — the top potions and the iron gear, exactly what is worth going after. The cut-off drops to 4%, and a rare drop asks for fewer units instead of an impractical amount, and pays for the kills it really costs
The game no longer stalls when you switch tabs
Switching tabs left the game on a drip. The loops do not STOP when the tab is hidden — the browser slows them to one tick a second, and one a minute after five. Two hours away came back with three kills instead of two hundred
Now the game remembers the moment you left and REBUILDS the time away as soon as you return. A summary tells you the kills, the gold, the XP, and why the streak stopped
Stay Fighting keeps running, under the rules it already had: energy is spent per kill, your session kill cap still applies and carries on from where it was rather than restarting, and game speed shortens the fights
Loot still drops. And if your bag runs out of room the streak STOPS, instead of throwing away what no longer fits — with you watching, a lost drop writes a line and the streak goes on, but with nobody watching that is not good enough
You cannot die while away. The streak stops at 20% HP
It drinks your healing potions by your own Auto Eat rule, with the same 50-per-session cap it already had
Hardcore does not fight while away — it only heals. Risking the one life you have with nobody watching is another matter
Four hours is the ceiling on any single absence. In practice energy is what limits it: one point a minute, one point a fight
Energy still recharges on the real clock, exactly as before. Game speed shortens fights, never the recharge
And HP recovers while you are away again. Out of combat you gain 2 HP every 2 seconds, and hidden that fired once a minute — you came back with the HP you left with. The other clocks (energy, chests, daily bounty) already read the real time and always came back right
v0.73.0 – v0.87.3
You can change your character name now
Someone typed their EMAIL into the name field when registering and ended up with it on the public leaderboard, with no way at all to correct it. That is what this is for
One change per month, from Settings → Account. After a change the field locks until the date reopens
Names are unique now. A dedicated table holds them with the lowercase name as its PRIMARY KEY — it is the primary key that guarantees it, so two people claiming the same name in the same second cannot both win
And a name that already looks like an email is masked on the leaderboard, showing only what comes before the @, without waiting for its owner to notice
The Fairy also gets a SELL tab: she buys rings, amulets and capes at the same price the blacksmith pays — the same sale seen from somewhere else, and what you save is the trip to town
The raid enchantments finally say where they come from
The Goblin, Imp and Skeleton Enchantment showed up in "where do I get this?" with no source at all — the last three orphans in the whole index. They drop perfectly well from the round-10 clear roll, but a raid suppresses the drop tables and the index had no way to read anything else
The clear roll is now a source of its own, naming the race and the odds: 20% for the enchantment, 40% for the Imbued Stone
Each enchantment points at its OWN raid and not all three. Listing three would send you to spend the wrong medallion at the door, which is exactly what the entry costs
The Imbued Stone lists all three, because any of them pays it
The entry medallion stays out: it is what the run costs, not what it pays
Bounty keys stop arriving three a day
The Sealed Crate paid one key from day 3 and TWO a day from day 7 onward, forever — and the key it paid was the Master Chest Key, the one that opens tier 1 and tier 2 alike. With the seal shop selling one more a day for 30 seals and a perfect board paying 40, that was three master keys a day for anyone who showed up
A key that arrives three times a day is not a key, it is a tax on the time it takes to open chests. There is one a day now, and only after a full first week: days 1, 3 and 5 pay gold alone, and the first key is the day-7 milestone
What grows in their place is XP. The streak now multiplies the crate’s XP, from ×1.25 on day 14 up to ×2.25 at six months
It is a multiplier and not a flat number on purpose: a fixed XP figure would be enormous at level 5 and irrelevant at level 60, while a multiplier rides the XP the crate already pays — which comes from the average of that day’s own contracts, so it follows whatever content you are actually doing
And it climbs more slowly than the seal multiplier, which reaches ×3. Seals are shop currency with a sink; XP is permanent power that does not come back
The bounty calendar no longer ends on day 7
The calendar drew seven squares, one per day, and stopped there — but the reward ladder has nine steps and runs to day 180. Five of them had nowhere to appear, and a player on day 40 saw a board reading "day 7 of 7", as if nothing lay ahead
It now draws one square per STEP instead of one per day. The first four (1, 3, 5, 7) sit close enough that the opening month still reads like a week, and the five long ones stop being invisible
The square you are standing on shows YOUR day, not the day the step opens — on day 40 it reads 40, inside the day-30 step
Every square carries its seal multiplier, because past day 7 that is the only thing that changes: without it the last five steps were five identical squares
And a line underneath counts the days to the next step, counting every step and not only the ones that raise the multiplier
The gear roadmap now shows numbers
Stats → sword / bow / staff listed the name of every piece on the ladder and nothing else. A ladder of eight rungs that only names them says there is a path, but not what you gain by walking it — which is the exact question that makes anyone open it
Every piece now carries its numbers: weapons show damage, attack speed and accuracy, armour shows defence, HP and the attack attribute that marks the aggressive line
Each tier shows its five-piece totals on the collapsed row, so you can compare two rungs without opening either
And the upgrade cost is now real. The old "Upgrade material" line was whichever artifact happened to carry the set’s id — right on three rungs out of ten by coincidence, silent on the other seven (Fractured Iron costs TWO teeth and said nothing), and on the top two it mixed in a quest item. It now reads the blacksmith’s own tables, including the three medallion trades the NPCs handle
Surplus finally has somewhere to go
Everything the Dragonairy shopkeeper sells exclusively — Super Potion, Anti Burn, Flame Arrows, Unholy Runes, the top-tier potions — had no resale price anywhere. The sell tab of the very shop that had just sold it to you turned it down, without saying why
Medallions and tier-4 stones now sell too. Finish a set and the leftovers were a dead pile with no exit at all: not the shop, not the breakdown bench
The breakdown bench takes forged jewelry: rings, amulets and capes, twenty-five pieces of it. Same rule as always — it gives back half of what it cost, never a material the piece never consumed. The base rings bought from the Fairy stay out, because they cost gold, not artifacts, and their exit is the sell tab
A chest now always pays at least two items. One was possible and read exactly like zero — the key got spent either way
Teleport travel was 20 gold to anywhere. It now comes from the same table that unlocks each zone: 50 to Town, 500 to Dragonairy Village
And the hit-chance readout now shows up on a phone. It was rendering all along, just below the fold of a screen nobody scrolls mid-fight
Every ring chain finally ends somewhere
Eternity, Ribbon, Sanguine and Imbued Duelist shipped with their numbers decided and no recipe attached — they sat in the progression screen with no way on earth to reach them. All four have one now, and so does the Goldperience Enchantment that closes the Gold chain
The Fairy takes the ones that merge a chain into its own top step: Chrono + Focus + Wellspring become Eternity, Vampire + Regen become Sanguine, Warding + Sage become Ribbon
The Dragonairy Blacksmith, who until today only repaired things, gets the two that cost tier-4 stones by the handful — the Imbued Duelist and the brand-new Bastionated Ribbon (same ring, golden aura, with the Bastion melted into it)
The Headsman goes to 10% crit chance and picks up +3% global damage, and now asks for one tier-4 stone from each chain. The Imbued Duelist goes to 7.5% double hit and +5% global damage
Gold spent at a bench counted toward nothing: the shop-spend titles only checked in on your next potion. Recipes and repairs now count too
And the Tier 2 Chest is now the Deep Chest, with the Depths as its log region — "Tier 2" is a spreadsheet word, not a place
And the Zone Crystal now always lists the Empowered step of all four enchantments. The Goldperience one closes the Gold chain, and it was invisible until you already held the enchantment
Monsters now fight — and cast — with the weapon they hold
Zones 2, 3 and 4 finish the pass the first zone already had: nine monsters said magic under the hood while the zone handed them a sword or a bow — and the Raids and the Tower read the hood, so the same monster changed weapon depending on where you met it
The weapon decides HOW a monster hits, not how hard: range trades damage for cadence, magic the reverse, and the damage per second the levels were tuned against stays put
Skeletons across the three zones gain defense and status resistance, which were sitting at zero — melee defends most, magic resists most
Skills follow the weapon too: twenty monsters carried a skill flavoured for their chain instead of their weapon. The archer now fires Ember Volley, the twin-dagger imp switches to a bleeding Berserk Strike
Fourteen names are corrected because the name claimed a weapon the art does not show: Crypt Soulflayer, now an archer, becomes Crypt Marksman, and Bridge Wraithbinder, a sword-and-shield knight, becomes Bridge Dreadknight
The first skeleton zone gets new art and real weapons
Seven skeletons redrawn, and each now fights with the weapon the art shows
The one holding a crossbow is no longer a melee fighter, the one with a staff now casts, and the spear and axe ones fight up close
Three are renamed to match — Skeleton Hexblade, which actually carries a crossbow, is now Skeleton Boneshot
Levels, health and coins in the first zone now mirror the matching Goblin zone, monster for monster
The Imp chain now fights with the weapon it carries
Twelve imps fought with one weapon in their own zone and another in the Raids and the Tower — what you see in the zone is now what you face everywhere
The weapon decides HOW a monster hits, not how hard: range trades damage for cadence, magic the reverse, and the damage per second the levels were tuned against stays put
All 22 imps gain defense and status resistance, which were sitting at zero — melee defends most, magic resists most
Two are renamed because the name claimed a weapon the hand did not hold: Inferno Bowmaster, who fights up close, is now Inferno Clawmaster
Hitting now depends on the monster
Your chance to hit is no longer just a property of your weapon: it is your accuracy and weapon level against the monster level and evasion
A new chip under the monster health bar shows your exact hit chance during the fight
The range runs from 30% to 95% — twice the monster evasion puts you at the ceiling, half puts you at the floor, an even match is 65%
Levelling your weapon now buys accuracy; Strength, Dexterity and Intelligence still only drive damage
Slow: a new status for the Tank
Nine of the eleven Tank skills that inflicted anything simply took the monster turn away — stun and freeze do the same thing, so the whole path tasted identical
Slow does not take the turn, it delays it: the target attack bar fills at 60% for 4 turns
Four skills change — Slow Mark and Drain Bolt gain slow, while Iron Wall and Snare Shot trade their stun for it
The Imp chain matches the Goblin chain
The four Imp maps now have the same levels, HP and coin rewards as their matching Goblin map, monster for monster
Imps are no longer all archers: every zone has melee and magic imps, like the goblins already did
Drops follow the goblin layout — Imp Tails drop from every common imp in the first area, and common imps in the crypts drop Imp Tails and Imp Medallions at a steady 1/50
Five imps in the first area have new art, including the miniboss and the Imp Overlord
Female sprite redrawn
The female character has new art on the same bigger canvas as the male (128×96) — more detail when walking, standing still and across all 27 equippable weapons (swords, bows and staffs)
Weapon icons in the inventory and equipment are unchanged — both characters share them
The quest journal tells you what to do next
Finish a quest step and a banner tells you the next one — loot the third Imp Tail and the game sends you back to Emberwick. Starting a new quest gets a banner too
Steps that ask for an amount show your progress: Imp Tails (1/3), set pieces for the medallions (5/7), the three bosses for the Teleport quest (2/3)
The Cartographer and Teleport quests show their steps as soon as you meet the NPC, quests in progress are listed first, and locked quests tell you where to go
Goblins now fight the way their weapon does
A goblin with a bow, one with a staff and one with a sword used to hit with exactly the same rhythm. Now each weapon has its own — the same one your own weapons already have
Ranged goblins hit 15% softer and 20% faster, magic goblins 15% harder and 15% slower, and melee stays the baseline. Damage per second moves by less than 4%: the fight feels different, it is not harder
Melee goblins get armour that shaves part of every hit you land (up to 12% on bosses); magic goblins are the best at shrugging off poison, stun or burn (up to 25%)
HP and levels are untouched, the Goblin raid and the Tower use the same numbers, and the Journal shows both new stats. Imps and Skeletons are next
The Tank build really does take damage now
v0.73.0 capped lifesteal, thorns and regeneration, and barely anything changed: on a fully geared Tank those never even reached their caps
What made it nearly immortal was damage resistance — armour and shield alone gave 76%, the talent tree pushed it to 97%, and the game only stopped it at 90%. Every hit landed at a tenth of its strength
The resistance cap drops to 75%. A full Tank now takes 2.5× more damage and is still by far the toughest build; anyone below 75% notices nothing
Stunning or freezing a boss costs it a turn again
Since v0.73.0 any effect on a boss or miniboss lasts one turn at most — poison no longer sticks for the whole fight
Stun and freeze got that wrong: they wore off before the boss’s turn even started and cost it nothing. They now cost exactly one turn
Skills get a rhythm of their own
Cooldowns are no longer 5 turns across the board: they run from 3 to 7 depending on how hard the skill hits. Light skills come back fast, raid ultimates wait 7
In exchange, the bonus damage a skill adds on top of a normal hit is 20% lower — weapon, attributes and crits are untouched
With different cooldowns there is no single best order any more: it pays to save the big one for the right moment and cycle the quick ones
Wealthy monsters now cost more energy to fight
Wealthy monsters pay 6× XP and richer gold, and they are where weapons get trained. Each fight with one now costs 2 energy instead of 1
Their nameplate shows a ⚡2 badge, so you know the price before you engage
It applies everywhere: engaging by hand, Stay Fighting chaining on its own, and the arena
New potion: Super Attack Speed
+35% attack speed for 20 attacks — the strong version of the Attack Speed Potion (+20%)
Sold in Dragonairy for 1,500 gold, and it can also drop in the Goblin Rift
Playing on your phone got easier
Drops: near a monster, a ▼ Drops button appears. The list used to open only on mouse hover, so phones had no way to see it
Gear comparison: hold your finger on a bag item to compare it with what you wear, like Shift + hover on desktop
Job Tree in landscape: the node list shrank to nothing and could not scroll. The header now compacts and the list always keeps room
Small improvements in combat and on the maps
Your equipped ammo and how much is left now sit in the corner of the battle screen, for bows and staves alike
Goblin Groove, Goblin Rift and the Boss Camp open with the camera pulled back, so you see the map and not just your surroundings; the tight crypt corridors are unchanged
The quest menu can hide the quests you have already finished
v0.41.0 – v0.72.2
Focus: skills now have a price, and you can see the monster saving up
Skills are no longer gated by cooldown alone — they spend Focus, a shared pool that refills over time. Cooldown says when THAT skill returns; Focus says how many fit in the fight
The price is the power: a x1.65 skill costs 2, a x2.6 costs 4, and the x4.4 ultimate costs 7 of a 10 pool
The monster has Focus too, and you can see it. Watching the pool fill is the warning that the big hit is coming
The Tower lets you switch combat style at every checkpoint
Every tenth floor the between-floors screen offers your three style presets, applied straight from the vault without leaving the climb
The three bosses at the top are one per style (80 melee, 90 range, 100 magic), so a single-style character was guaranteed a losing matchup on one of them — and a 20-slot bag could never carry a 13-piece spare set
Applying a preset now stores what comes off in the VAULT instead of the bag, which is what makes the swap possible mid-run
Maps now load fourteen times faster
Maps, monsters and chests ship as WebP instead of PNG: 101.9 MB down to 7.3 MB. The heaviest map in the game drops from a 10 MB download on zone entry to 709 KB
The transition veil now waits for the image instead of lifting on a fixed timer, so entering a zone on mobile data no longer drops you on a black screen
Nothing about the art changes — same image, same dimensions, same world coordinates. Only the format it travels in
Monsters now tell you what they are before you swing
Walking up to a monster lights a plate above it with its level, name, HP and combat style — what you previously only found out mid-fight
The level is coloured against yours: green is below you, amber is your band, red is three or more above. The number alone means nothing unless you memorised the XP curve
The level now shows on the battle screen too, next to the name, across the arena, raids, the Tower and overworld fights
Tooltips now show the whole set, and the panel shows real numbers
Hovering a set piece lists all five, worn ones bright and missing ones dim, with the count beside the name
The Set Bonus lines are spelled out at last. Those numbers always applied — HP, resistance, damage and lifesteal by piece count — and there was never any way to see them
The equipment panel now shows the real Max Hit and Max Crit instead of the weapon raw damage, plus block, dodge, guard and crit damage
Wearing a full set unlocks its effect, for good
All 5 armour pieces of a set unlock that set named effect. Twenty-one sets, twenty-one effects, none alike
The unlock is permanent — take the armour off and the effect is still yours, which is what makes collecting sets worth more than wearing the five biggest numbers
Only ONE set effect runs at a time, per style, in a slot of its own that never competes with the three job passives
Off-hands now matter, with the right weapon
Grimoires gain bonus damage and quivers gain crit chance — they already had rune and arrow recovery, and were missing the half that magic and range give up a shield for
New pair bonus: carrying an off-hand together with the weapon it was made for grants something neither gives alone. Eight pairs for melee, three each for magic and range
Each style gets its own line verb — shields grant block, grimoires grant guard, quivers grant dodge
Block, dodge, guard — one defensive verb per style
Each style tank chain gets its own way of not taking damage, so a mage tank does not play like a warrior tank
Melee BLOCKS (takes 60% off, fires often), range DODGES (nothing gets through, rarer), magic GUARDS (turns the blow aside and sends 40% back, rarest of the three)
All three are tuned to the same average mitigation, and all three work against boss skills as well as ordinary hits
Armour splits into two lines: tank and aggressive
Every one of the 21 sets used to carry identical defence and HP for its tier — a set was its own colour and nothing else
The TANK chain gains 15% defence and keeps its HP. The AGGRESSIVE chain trades 35% of its defence for more HP and an attack attribute on every piece, worth real damage
The three styles now match each other at every tier. Bronze and Fractured used to out-armour their magic and range counterparts below weapon level 7
Each style gets its own weapon rhythm
Melee is the baseline, magic hits harder and slower, range hits softer and faster. DPS lands within 4% across the three, so what changes is the feel, not the power
From weapon level 7 up, all three styles carried literally the same weapon: 14 damage and 1.08 speed
Rune damage was never counted — a mage paid for the rune, spent it, suffered its effect and got none of its damage. Fixed, and ammo now contributes a quarter of its damage for both ammo styles
Losing a Tower life no longer drops you straight back in
A fall spends the life and parks the climb at the decade checkpoint, then stops there — you walk back in through the portal when you are ready
Before, you were dropped onto the checkpoint floor with no room to heal, restock ammo or re-buff, and the second life usually went to the monster that had just killed you
The portal now says the climb is parked and on which floor, so a death does not read as the run having quietly ended
The Tower now compounds, floor by floor
Damage grows 1.5% per floor and HP 1%, compounded — every floor is a fixed percentage over the one below it, instead of the old flat steps every five floors
That is x4.37 damage and x2.68 HP on the top floor, against x2 and x2 before. The opening twenty floors barely move; the climb steepens past floor 60, which is where the rewards live too
Damage outgrows HP on purpose: matched rates made the deep floors long AND lethal at once, and the long half is what makes a 100-floor sitting tedious rather than hard
Bank presets now remember your bag too
Saving a preset stores the gear AND the bag that went with it. Applying re-equips everything and tops the bag back up out of the vault
The bag is only ever topped up, never emptied: anything you picked up since that the preset does not know about stays exactly where it is
Stored by template and count rather than by the specific item, and it never promises a number — it restores up to what you saved, capped by what you actually own
The seal shop is open — seven items, from dailies to permanents
The shop that shipped as an empty wallet now actually sells. Prices come from the board's own income: a perfect day is exactly 100 seals
Dailies: Energy Refill (55), Master Key (30), Contract Reroll (30) and 5× Teleport Shard (30). Taking all of them costs more than a day earns, so there is a real choice to make
Permanents: +1 bag slot (900), +50 max HP (700), and +15 max Energy up to five times, climbing from 200 to 950
Spending seals NEVER touches your rank: the wallet is a separate balance from the lifetime total the titles read, so buying can never demote you
The same panel is on the town guards and the Dragonairy fairy — one shop, one wallet, two doors
Tower: auto-continue and a visible potion counter
A new toggle in Settings › Combat and on the victory screen, just like raids already have: climbs to the next floor on its own without waiting. Never on floor 100, never after a death
The current floor and potions drunk now show up during combat too, not just on the entry menu
Buff potions lose their cooldown, and stop counting against the heal cap
Drinking a buff potion (strength, dexterity, intelligence, defense, crit) used to share the same cooldown as healing potions, and counted against the daily potion cap in raids, the Tower and Stay Fighting. Now it has no cooldown at all, and never counts against those caps — only healing does
The cooldown between healing potions now speeds up with battle speed: at x16, it counts down 16 times faster. Applies everywhere you fight — the open world, raids, the Tower, Stay Fighting
A title and achievement for unlocking every teleport, and the shop reorganized by species
New achievement for unlocking every teleport zone — it reads the current list live, so if a new zone ever ships it stops counting as complete until that one is unlocked too
The "Ley Line Master" title follows the same rule: it disappears if a new zone shows up unlocked. The title for the first 10 teleports is permanent
The Teleport Mage’s shop now groups zones by Goblin, Imp and Skeleton, instead of one list with them mixed together
End-of-raid rewards were being swallowed
The clear roll never appeared, and the cause ran deeper than the roll: on closing the victory screen the game worked out the rewards inside a state update and read the result back on the next line — a read that always came up empty, because the line just above had already marked the screen for a redraw
So the rewards were credited to the character, but everything meant to announce them was silently skipped: the +2000g / +500 XP line, the level-up, the first-clear title, the drop line, and now the roll
The same fault sat on the Tower path, where it was worse: that same empty read is what stopped the next floor from spawning after each win. The Tower is still untested
No reward was ever actually lost — the gold, XP and drops always landed. What was missing was the game telling you
A clear roll at the end of raids: enchantment, medallion or nothing
Clearing a race raid now opens a chest-style spinner with three outcomes: the legendary enchantment, that race’s own medallion, or nothing
The enchantment goes from 1-in-10 to **1-in-5**. The medallion shares the same roll at 1-in-5, so the two can never both land, leaving 3-in-5 for nothing
The medallion is the raid’s entry cost, so one clear in five pays its own way back in
The window also shows the flat clear reward (+2000g and +500 XP), which until now only appeared in the console
The roll is decided the moment the raid ends — the animation is only the reveal
The opponent no longer hops mid-fight
The monster drifted up and down on its own during a fight: the two combat columns were bottom-aligned, so a buff or class-passive badge appearing or expiring on the player’s side shoved the monster column to keep the bottoms level
The columns are now top-aligned on a fixed ground line — neither side can move the other, and the HP bars hold still
The buff row and the status-effect row now hold their space even when empty, so they no longer resize the (vertically centred) fight screen as they come and go
Raids: guaranteed payout, auto-advance and a visible potion count
Clearing a race raid now always pays +2000g and +500 combat XP, so a repeat run is never worth nothing when the 10% enchantment roll misses
New "auto-continue" toggle on the round-cleared screen — the raid chains from round to round on its own, and never skips the round 10 rewards
The potions-used counter now shows between rounds too, going amber near the cap and red at it
The Stay Fighting session loot panel stretches to the bottom of its column instead of scrolling inside a small box
The character no longer wobbles while walking with a weapon
With a weapon equipped the character slid sideways as it walked, as if walking on the spot while moving. Each frame’s box was measured with the weapon included, so a swing outwards grew the box and pushed the body off centre — up to 22 art pixels, half a body, per step cycle
The box is now the same across every frame of a direction, with the body always centred: the drift drops to 0.5px, the same as with no weapon at all, and equipping or swapping a weapon no longer shifts the character either
Applies to both characters and all 27 weapons each. The art itself did not change — this was geometry
v0.23.6 – v0.40.0
Male sprite redrawn
The male character has new art on a bigger canvas (128×96) — more detail in the walk cycle and across all 27 equippable weapons (swords, bows and staffs), including each one’s inventory and equipment icon
The female character was not touched in this update
In-game chat — public and private
A new HUD button under Teleport expands to show the conversation and collapses again — with a red badge when a new message arrives. Cloud accounts only
Type a character name in "To" to send a private message — nobody else sees it
Updates live, no reload needed. Messages older than a week are deleted automatically
Links and offensive language are filtered automatically before sending ("[link]" and "***"), and the layout got tidier — labels, a character counter and a timestamp on every message
Skill tree rebalanced, points refunded
The tree held exactly as many ranks as points you can earn, so everyone ended up filling all of it — there was no choice to make. Two of the eight nodes were also stat-for-stat copies of two others
Berserker Rage now raises crit damage and Second Wind regenerates you each turn, as their names always suggested. Vitality comes down from +60% to +50%, attack speed from +0.36 to +0.30, and Lifesteal gains a fourth rank
Every point you had spent was refunded on login — spend them again however you like
New achievements, and titles that pay in more than damage
Six new achievements for two systems that had none: taking one weapon to level 20, taking all three, spending every skill point, and reaching floors 25, 50 and 100 of the Tower
A new title — "the Apprentice" — for reaching combat level 10, worth +5 max HP
Titles used to hand out damage, crit, attack speed and HP on nearly every entry, while potion healing sat on a single title and XP and gold on three each. They are now spread along the lines the fiction already suggested: finishing a monster log teaches you the fight, chests and merchants are where treasure and supplies come from
Item rarity now reads everywhere
The rarity glow only existed on post-battle loot, so the same sword looked legendary there and ordinary in your bag a second later. It now runs through the shop, the blacksmith, the bank, equipment slots, zone chests and quest rewards
Shop prices turn red when you cannot afford them — the buttons already dimmed, but nothing said why
Job tree nodes carry a marker for their combat style: red circle for melee, green triangle for ranged, blue diamond for magic. The shape changes along with the colour, so the styles stay apart for colourblind players
Settings follow your account
Auto Eat, Auto Buff, Auto Skills, Keep Fighting, battle speed, run mode and movement mode now belong to your account instead of to the browser
Sign in on another PC and everything is already set up the way you left it. Before, every machine started with all seven options off
Empowered enchantments
Three new items: Empowered Goblin, Imp and Skeleton enchantments, forged at the Central Crystal with an Empowerer Enchanter — the floor 100 reward from the Tower
Every line goes up by exactly +50%. They all scale the same on purpose, so empowering one does not suddenly make it the only right choice
The Tower — 100 floors
A fourth door in the Raid Portal. 50,000 gold to unlock, once; every climb after that is free
A boss every 10 floors, minibosses on floors ending in 8 and 9. Three lives a day, and a death rewinds you to the start of the decade, not to floor 1
Gear presets in the bank
Three presets in the bank — Melee, Range and Magic. Save snapshots what you are wearing; load puts it back on
Loading a preset pulls pieces straight from the vault, so a full bag is never a reason to refuse a swap
Five languages, fully translated
English, both Portuguese variants, Spanish and French now carry all 2350 text keys. Hundreds were missing in each
It never threw an error, which is why it went unnoticed: the game falls back to English, so translated menus quietly showed English NPC dialogue
Item lock, and a swing report
Lock any item from the right-click or long-press menu. A locked item cannot be sold, dropped or destroyed, and Destroy disappears from its menu
After a fight, a short report of what actually happened: hits, misses, dodges and your biggest swing
Mobile rebuilt from scratch
The map fills the screen in both portrait and landscape instead of sitting in a small strip in the middle
NPC dialogue boxes used to be trapped inside the map frame, which left them about 200px tall on a phone. They now get the whole screen
Cloud accounts
Your character lives on the server, so you can pick it up on any device instead of losing it when you clear your browser data
The game still saves locally every moment and only pushes to the cloud now and then, so playing never waits on the network